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Merge pull request #37166 from Chaosus/shader_time
Makes shader 'TIME' available in custom functions by default
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commit
6407b60fbf
@ -6284,6 +6284,12 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
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builtin_types = p_functions[name].built_ins;
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}
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if (p_functions.has("global")) { // Adds global variables: 'TIME'
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for (Map<StringName, BuiltInInfo>::Element *E = p_functions["global"].built_ins.front(); E; E = E->next()) {
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builtin_types.insert(E->key(), E->value());
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}
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}
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ShaderNode::Function function;
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function.callable = !p_functions.has(name);
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@ -56,6 +56,8 @@ ShaderTypes::ShaderTypes() {
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/*************** SPATIAL ***********************/
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shader_modes[VS::SHADER_SPATIAL].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3;
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@ -200,6 +202,8 @@ ShaderTypes::ShaderTypes() {
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/************ CANVAS ITEM **************************/
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
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@ -267,6 +271,7 @@ ShaderTypes::ShaderTypes() {
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/************ PARTICLES **************************/
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shader_modes[VS::SHADER_PARTICLES].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
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